Post by Fygi on Aug 30, 2008 5:14:24 GMT -5
What do you guys think of AQW thus far?
I think the game is progressing fairly well. Gameplay however can be largel improved. At the moment its just a farm-fest without challenges. I really hope this game wont turn into a multi-player version of dragonfable. Not that i have any problem wit Dragonfable because its an awesome solo-player game. But when made into a multi-player game it will turn into MSN+killing monsters in similar areas and quests. What i would like to see is a focus on teamwork.
An example: A rogue, berserker and healer go on a quest together. They all join the same quest-party and accept the quest. The server sends them to an empty room and locks the room from any intruders who arent part of the party. The server also disables the rogue and berserker's /rest ability, this way the healer has some things to do. The monsters in the rooms of the quest immediatly attack the players and have to be beaten in order to advance to the next room. The berserk attacks the enemies and the healer stands behind him casting healing and stat improving spells. The rogue attacks the enemy from behind and reduces the enemies stats with poisons and tricks. Once the enemy is beaten the gold and EXP is evenly distributed over all questers, even the healer gets EXP even though he didnt physically attack the enemy. Then the Healer heals his quest-mates and he rogue uses his rogue-skills to open certain locked chests, once again the loot is evenly distributed. and then the questers progress onto the next room.
The game should be something like that,
I think the game is progressing fairly well. Gameplay however can be largel improved. At the moment its just a farm-fest without challenges. I really hope this game wont turn into a multi-player version of dragonfable. Not that i have any problem wit Dragonfable because its an awesome solo-player game. But when made into a multi-player game it will turn into MSN+killing monsters in similar areas and quests. What i would like to see is a focus on teamwork.
An example: A rogue, berserker and healer go on a quest together. They all join the same quest-party and accept the quest. The server sends them to an empty room and locks the room from any intruders who arent part of the party. The server also disables the rogue and berserker's /rest ability, this way the healer has some things to do. The monsters in the rooms of the quest immediatly attack the players and have to be beaten in order to advance to the next room. The berserk attacks the enemies and the healer stands behind him casting healing and stat improving spells. The rogue attacks the enemy from behind and reduces the enemies stats with poisons and tricks. Once the enemy is beaten the gold and EXP is evenly distributed over all questers, even the healer gets EXP even though he didnt physically attack the enemy. Then the Healer heals his quest-mates and he rogue uses his rogue-skills to open certain locked chests, once again the loot is evenly distributed. and then the questers progress onto the next room.
The game should be something like that,